using System; using UnityEngine; [Serializable] public class ReliefTerrainPresetHolder : ScriptableObject { public string PresetID; public string PresetName; public string type; public int numLayers; public Texture2D[] splats; public Texture2D[] splat_atlases; public Texture2D controlA; public Texture2D controlB; public Texture2D controlC; public float RTP_MIP_BIAS; public float MasterLayerBrightness = 1f; public float MasterLayerSaturation = 1f; public float EmissionRefractFiltering = 4f; public float EmissionRefractAnimSpeed = 4f; public RTPColorChannels SuperDetailA_channel; public RTPColorChannels SuperDetailB_channel; public Texture2D Bump01; public Texture2D Bump23; public Texture2D Bump45; public Texture2D Bump67; public Texture2D Bump89; public Texture2D BumpAB; public Texture2D ColorGlobal; public Texture2D NormalGlobal; public Texture2D TreesGlobal; public Texture2D AmbientEmissiveMap; public Texture2D SSColorCombinedA; public Texture2D SSColorCombinedB; public bool globalColorModifed_flag; public bool globalCombinedModifed_flag; public bool globalWaterModifed_flag; public Texture2D BumpGlobal; public Texture2D BumpGlobalCombined; public Texture2D VerticalTexture; public float BumpMapGlobalScale; public Vector3 GlobalColorMapBlendValues; public float GlobalColorMapSaturation; public float GlobalColorMapSaturationFar; public float GlobalColorMapDistortByPerlin = 0.005f; public float GlobalColorMapBrightness; public float GlobalColorMapBrightnessFar = 1f; public float _GlobalColorMapNearMIP; public float _FarNormalDamp; public float blendMultiplier; public Texture2D HeightMap; public Texture2D HeightMap2; public Texture2D HeightMap3; public Vector4 ReliefTransform; public float DIST_STEPS; public float WAVELENGTH; public float ReliefBorderBlend; public float ExtrudeHeight; public float LightmapShading; public float SHADOW_STEPS; public float WAVELENGTH_SHADOWS; public float SelfShadowStrength; public float ShadowSmoothing; public float ShadowSoftnessFade = 0.7f; public float distance_start; public float distance_transition; public float distance_start_bumpglobal; public float distance_transition_bumpglobal; public float rtp_perlin_start_val; public float _Phong; public float tessHeight = 300f; public float _TessSubdivisions = 1f; public float _TessSubdivisionsFar = 1f; public float _TessYOffset; public float trees_shadow_distance_start; public float trees_shadow_distance_transition; public float trees_shadow_value; public float trees_pixel_distance_start; public float trees_pixel_distance_transition; public float trees_pixel_blend_val; public float global_normalMap_multiplier; public float global_normalMap_farUsage; public float _AmbientEmissiveMultiplier; public float _AmbientEmissiveRelief; public int rtp_mipoffset_globalnorm; public float _SuperDetailTiling; public Texture2D SuperDetailA; public Texture2D SuperDetailB; public Texture2D TERRAIN_ReflectionMap; public RTPColorChannels TERRAIN_ReflectionMap_channel; public Color TERRAIN_ReflColorA; public Color TERRAIN_ReflColorB; public Color TERRAIN_ReflColorC; public float TERRAIN_ReflColorCenter; public float TERRAIN_ReflGlossAttenuation; public float TERRAIN_ReflectionRotSpeed; public float TERRAIN_GlobalWetness; public Texture2D TERRAIN_RippleMap; public Texture2D TERRAIN_WetMask; public float TERRAIN_RippleScale; public float TERRAIN_FlowScale; public float TERRAIN_FlowSpeed; public float TERRAIN_FlowCycleScale; public float TERRAIN_FlowMipOffset; public float TERRAIN_WetDarkening; public float TERRAIN_WetDropletsStrength; public float TERRAIN_WetHeight_Treshold; public float TERRAIN_WetHeight_Transition; public float TERRAIN_RainIntensity; public float TERRAIN_DropletsSpeed; public float TERRAIN_mipoffset_flowSpeed; public float TERRAIN_CausticsAnimSpeed; public Color TERRAIN_CausticsColor; public float TERRAIN_CausticsWaterLevel; public float TERRAIN_CausticsWaterLevelByAngle; public float TERRAIN_CausticsWaterDeepFadeLength; public float TERRAIN_CausticsWaterShallowFadeLength; public float TERRAIN_CausticsTilingScale; public Texture2D TERRAIN_CausticsTex; public Vector4 RTP_LightDefVector; public float RTP_AOamp; public float RTP_AOsharpness; public float _occlusionStrength; public Texture2D[] Bumps; public float[] Spec; public float[] FarSpecCorrection; public float[] MixScale; public float[] MixBlend; public float[] MixSaturation; public float[] RTP_DiffFresnel; public float[] RTP_metallic; public float[] RTP_glossMin; public float[] RTP_glossMax; public float[] RTP_glitter; public float[] MixBrightness; public float[] MixReplace; public float[] LayerBrightness; public float[] LayerBrightness2Spec; public float[] LayerAlbedo2SpecColor; public float[] LayerSaturation; public float[] LayerEmission; public Color[] LayerEmissionColor; public float[] LayerEmissionRefractStrength; public float[] LayerEmissionRefractHBedge; public float[] GlobalColorPerLayer; public float[] GlobalColorBottom; public float[] GlobalColorTop; public float[] GlobalColorColormapLoSat; public float[] GlobalColorColormapHiSat; public float[] GlobalColorLayerLoSat; public float[] GlobalColorLayerHiSat; public float[] GlobalColorLoBlend; public float[] GlobalColorHiBlend; public float[] PER_LAYER_HEIGHT_MODIFIER; public float[] _SuperDetailStrengthMultA; public float[] _SuperDetailStrengthMultASelfMaskNear; public float[] _SuperDetailStrengthMultASelfMaskFar; public float[] _SuperDetailStrengthMultB; public float[] _SuperDetailStrengthMultBSelfMaskNear; public float[] _SuperDetailStrengthMultBSelfMaskFar; public float[] _SuperDetailStrengthNormal; public float[] _BumpMapGlobalStrength; public float[] VerticalTextureStrength; public float[] AO_strength; public float VerticalTextureGlobalBumpInfluence; public float VerticalTextureTiling; public Texture2D[] Heights; public float[] _snow_strength_per_layer; public ProceduralMaterial[] Substances; public float[] TERRAIN_LayerWetStrength; public float[] TERRAIN_WaterLevel; public float[] TERRAIN_WaterLevelSlopeDamp; public float[] TERRAIN_WaterEdge; public float[] TERRAIN_WaterGloss; public float[] TERRAIN_WaterGlossDamper; public float[] TERRAIN_Refraction; public float[] TERRAIN_WetRefraction; public float[] TERRAIN_Flow; public float[] TERRAIN_WetFlow; public float[] TERRAIN_WaterMetallic; public float[] TERRAIN_WetGloss; public Color[] TERRAIN_WaterColor; public float[] TERRAIN_WaterEmission; public float _snow_strength; public float _global_color_brightness_to_snow; public float _snow_slope_factor; public float _snow_edge_definition; public float _snow_height_treshold; public float _snow_height_transition; public Color _snow_color; public float _snow_gloss; public float _snow_reflectivness; public float _snow_deep_factor; public float _snow_fresnel; public float _snow_diff_fresnel; public float _snow_metallic; public float _snow_Frost; public float _snow_MicroTiling; public float _snow_BumpMicro; public float _snow_occlusionStrength; public int _snow_TranslucencyDeferredLightIndex; public Color _SnowGlitterColor; public Color _GlitterColor; public float[] _GlitterStrength; public float _GlitterTiling; public float _GlitterDensity; public float _GlitterFilter; public float _GlitterColorization; public Texture2D _SparkleMap; public void Init(string name) { PresetID = string.Empty + UnityEngine.Random.value + Time.realtimeSinceStartup; PresetName = name; } }